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Korean Blue Post Translations (11/04/09)

Forum Index > SC2 General
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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
Singapore66161 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
Singapore66161 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
Singapore66161 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
sashkata
Profile Joined September 2008
Bulgaria3241 Posts
November 04 2009 09:47 GMT
#21
They already said that the AI will cheat.
DanceDance
Profile Joined November 2008
226 Posts
November 04 2009 10:00 GMT
#22
We wont know about balance issues until beta, but I don't think Ghosts will be imba simply because of the high level micro required to snipe.
Boblion
Profile Blog Joined May 2007
France8043 Posts
November 04 2009 10:19 GMT
#23
On November 04 2009 16:56 Hyde wrote:
I'm all for a crazy AI as long as it doesn't cheat

fuck all those elitists brb watching streams of elite players.
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
November 04 2009 10:21 GMT
#24
On November 04 2009 19:00 DanceDance wrote:
We wont know about balance issues until beta, but I don't think Ghosts will be imba simply because of the high level micro required to snipe.

it wont be that hard now due to smartcast
POGGERS
DanceDance
Profile Joined November 2008
226 Posts
November 04 2009 10:23 GMT
#25
On November 04 2009 19:21 konadora wrote:
Show nested quote +
On November 04 2009 19:00 DanceDance wrote:
We wont know about balance issues until beta, but I don't think Ghosts will be imba simply because of the high level micro required to snipe.

it wont be that hard now due to smartcast


oh really? I didn't know snipe had smartcast o.o
Krikkitone
Profile Joined April 2009
United States1451 Posts
Last Edited: 2009-11-04 10:32:15
November 04 2009 10:29 GMT
#26
On November 04 2009 19:23 DanceDance wrote:
Show nested quote +
On November 04 2009 19:21 konadora wrote:
On November 04 2009 19:00 DanceDance wrote:
We wont know about balance issues until beta, but I don't think Ghosts will be imba simply because of the high level micro required to snipe.

it wont be that hard now due to smartcast


oh really? I didn't know snipe had smartcast o.o


Everything has either smartcast
autocast (repair, heal, Interceptors)
or is a 'self' effect
ie
Cloak, Blink, Burrow, Move, Stim, Siege, Viking Transform

Not sure about BC D. Matrix... but I would guess that is is 'non smart cast' as well

'Attack' is the only exception



In any case I hope the Ghost loses that EMP detection effect
I also Really hope the Protoss get their fast OOC regeneration back. (if it was OP early game, then keep the same mechanism, ie delay before regen, but have the actual speed start normal and get upgraded.... if it was OP late game, then increase the duration.)
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
November 04 2009 11:02 GMT
#27
Why wouldnt it have smartcast? All smartcast means is that if you have 5 ghosts selected, and press snipe and click the templar, only one will snipe.
Also, ghosts are freaking expensive in SC2 I believe. 150/200, 2 food, if SC2armory is correct.
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
November 04 2009 11:18 GMT
#28
Computers can definately micro in some situations. Try playing tvt in broodwar. The computer will get like 10 ghosts and lockdown all your units.
Oracle comes in, Scvs go down, never a miscommunication.
Boblion
Profile Blog Joined May 2007
France8043 Posts
November 04 2009 12:20 GMT
#29
On November 04 2009 20:18 T.O.P. wrote:
Computers can definately micro in some situations. Try playing tvt in broodwar. The computer will get like 10 ghosts and lockdown all your units.

Problem is that he tends to lockdown the first unit he encounters ... vultures instead of tanks for example ...
fuck all those elitists brb watching streams of elite players.
Sentient66
Profile Joined July 2009
United States651 Posts
November 04 2009 13:13 GMT
#30
Smart casting with the Ghost's snipe ability is going to be a bitch to deal with.
seNsiX.421
Railxp
Profile Blog Joined February 2008
Hong Kong1313 Posts
Last Edited: 2009-11-04 13:46:50
November 04 2009 13:45 GMT
#31
AI Difficulty will now be:

Computer (Easy)
Computer (Normal)
Computer (Insane)
Computer ((T)BoxeR)
Computer ((Z)Jaedong) ((T)Flash) ((P)Bisu) Race Dependant
~\(。◕‿‿◕。)/~,,,,,,,,>
Archerofaiur
Profile Joined August 2008
United States4101 Posts
November 04 2009 13:51 GMT
#32
IIRC the hardest difficulty has mapvision and extra minerals.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
canucks12
Profile Blog Joined June 2009
Canada812 Posts
November 04 2009 14:12 GMT
#33
Ghosts are the new counter to High Templars :O
Luddite
Profile Blog Joined April 2007
United States2315 Posts
November 04 2009 14:43 GMT
#34
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....

I guarantee that they will just add unfair advantages to the AI for the harder levels. People don't realize how hard it is to program a good AI. It took about 50 years to get chess programs that could play against the pros. Doing such an AI for SC2 would probably take far more effort than actually making the basic game.
Can't believe I'm still here playing this same game
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
November 04 2009 15:29 GMT
#35
On November 04 2009 23:12 canucks12 wrote:
Ghosts are the new counter to High Templars :O

and dark templars
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Equaoh
Profile Joined October 2008
Canada427 Posts
November 04 2009 15:32 GMT
#36
Does burrowed count as cloaked - does EMP reveal burrowed units.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2009-11-04 16:13:25
November 04 2009 16:13 GMT
#37
On November 04 2009 22:45 Railxp wrote:
AI Difficulty will now be:

Computer (Easy)
Computer (Normal)
Computer (Insane)
Computer ((T)BoxeR)
Computer (David Kim) Not Race Dependant


Fixed.
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
November 04 2009 17:08 GMT
#38
I'd like it if they allowed to set both AI "smartness" and it's "cheating". So screen would be like:

Player/Computer (AI setting: easy/normal/insane/pro) (income rate: 50%/100%/150%/200%) (maphack on/off).

AI setting ofc only for Comptuer players.
Meta
Profile Blog Joined June 2003
United States6225 Posts
November 04 2009 17:13 GMT
#39
On November 05 2009 00:29 ZeroCartin wrote:
Show nested quote +
On November 04 2009 23:12 canucks12 wrote:
Ghosts are the new counter to High Templars :O

and dark templars

and the mothership's cloaking and energy (it's extremely slow and vulnerable to emp), and zealots to snipe, and immortals to bash their shields, and archons for the same reason, and disruptors, and nuking has become the ultimate harass (see BR4).

new TvP strat: mass ghosts
good vibes only
closed
Profile Blog Joined July 2008
Vatican City State491 Posts
November 04 2009 17:14 GMT
#40
It will be probably like in warcraft 3:
-crappy build orders
-decent spell casting (do not confuse it with micro); even in starcraft computer ghosts can lockdown everything
-unlimited minerals (Ive learned it when Ive tried to starve the computer)
Krikkitone
Profile Joined April 2009
United States1451 Posts
November 04 2009 17:59 GMT
#41
Well I think it was reported that the highest level AI would not cheat 'map hack' wise but would get extra income, and that all the rest would be normal

As for different settings, it is possible to Handicap players in WC3 (changing the amount of damage done + hp of units.... there will probably be a similar setting for SC2)
andrewlt
Profile Joined August 2009
United States7702 Posts
November 04 2009 18:00 GMT
#42
On November 04 2009 23:43 Luddite wrote:
Show nested quote +
On November 04 2009 16:03 EtherealDeath wrote:
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....

I guarantee that they will just add unfair advantages to the AI for the harder levels. People don't realize how hard it is to program a good AI. It took about 50 years to get chess programs that could play against the pros. Doing such an AI for SC2 would probably take far more effort than actually making the basic game.



Well, if they have abilities like that of the ghost that seem like no brainers and only limited by apm, the computer will be at a tremendous advantage.
Spazer
Profile Blog Joined March 2009
Canada8031 Posts
November 04 2009 19:10 GMT
#43
On November 05 2009 00:32 Equaoh wrote:
Does burrowed count as cloaked - does EMP reveal burrowed units.

I kinda doubt it. Logically speaking, this would make no sense whatsoever.
Liquipedia
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
November 04 2009 19:27 GMT
#44
On November 04 2009 20:02 Catch]22 wrote:
Why wouldnt it have smartcast? All smartcast means is that if you have 5 ghosts selected, and press snipe and click the templar, only one will snipe.
Also, ghosts are freaking expensive in SC2 I believe. 150/200, 2 food, if SC2armory is correct.
Yeah, sniping ghosts in a decent mass would get pretty insane, but I don't think they're going to be built for that considering their insane cost at the moment.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
November 04 2009 21:50 GMT
#45
On November 04 2009 15:26 Whiplash wrote:
ghost is def an anti caster role type unit, although i am kind of disappointed that they nerfed toss shields.

I could argue that it's actually a buff, and not a nerf. the new mechanic only worked when out of combat (after X seconds or whatever) where it compensated for the lack of regen during the fight.
When a point of shields is popping up every hit or every other hit its like an armor upgrade.


On November 04 2009 19:29 Krikkitone wrote:
Show nested quote +
On November 04 2009 19:23 DanceDance wrote:
On November 04 2009 19:21 konadora wrote:
On November 04 2009 19:00 DanceDance wrote:
We wont know about balance issues until beta, but I don't think Ghosts will be imba simply because of the high level micro required to snipe.

it wont be that hard now due to smartcast


oh really? I didn't know snipe had smartcast o.o





In any case I hope the Ghost loses that EMP detection effect


It's probably not as cheap as it sounds. Just look at the ways terran has to detect in SC1 compared to sc2.

SC1:
ebay-Turrets
acad-gas-scanner
tier 3 tech- vessel

SC2:
ebay-turret+sensor tower
Orbital command center-scan(at expense of mule energy)
(does the new vessel detect still?)
and then there is the ghost temp detect

It's one more option for detection, but detection seems to be a lot harder/more expensive in sc2.
Think of it like a mini scan. Or if you have multiple ghosts its like a shittier version of constant detection that a vessel provides. Or the long lasting effect of scan.
I think it will provide more cool moments where DT are dodging scans and such.

On November 05 2009 04:10 Spazer wrote:
Show nested quote +
On November 05 2009 00:32 Equaoh wrote:
Does burrowed count as cloaked - does EMP reveal burrowed units.

I kinda doubt it. Logically speaking, this would make no sense whatsoever.


Agree with that. EMP = Electro magnetic pulse. It haywires all machines (which cloak things) drains all power and shields, and apparently fucks with psi energy as well (which would explain how DT becomes uncloaked).

However Burrowed units are just buried, you can ever argue that they might even be protected from the EMP being underground and all.

(assuming that)
This brings me back to my detection is harder in sc2 point. The ghost 'scan' doesn't even work versus zerg.
..and then I would, ya know, check em'. (Aka SpoR)
Zozma
Profile Blog Joined November 2008
United States1626 Posts
November 05 2009 04:57 GMT
#46
It's pretty much impossible to build a non-cheating AI that can beat progamers. Or rather, I guess I should say it's not possible for Blizzard to do that with their current resources.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 05 2009 05:26 GMT
#47
Also, camera limits may be set up so that there is terrain outside of the playable map area for the sake of aesthetics.

Fuck. More work for mappers.
Krikkitone
Profile Joined April 2009
United States1451 Posts
Last Edited: 2009-11-05 06:20:58
November 05 2009 06:14 GMT
#48
On November 05 2009 06:50 CharlieMurphy wrote:
Show nested quote +
On November 04 2009 15:26 Whiplash wrote:
ghost is def an anti caster role type unit, although i am kind of disappointed that they nerfed toss shields.

I could argue that it's actually a buff, and not a nerf. the new mechanic only worked when out of combat (after X seconds or whatever) where it compensated for the lack of regen during the fight.
When a point of shields is popping up every hit or every other hit its like an armor upgrade.


Show nested quote +
On November 04 2009 19:29 Krikkitone wrote:
On November 04 2009 19:23 DanceDance wrote:
On November 04 2009 19:21 konadora wrote:
On November 04 2009 19:00 DanceDance wrote:
We wont know about balance issues until beta, but I don't think Ghosts will be imba simply because of the high level micro required to snipe.

it wont be that hard now due to smartcast


oh really? I didn't know snipe had smartcast o.o





In any case I hope the Ghost loses that EMP detection effect


It's probably not as cheap as it sounds. Just look at the ways terran has to detect in SC1 compared to sc2.

SC1:
ebay-Turrets
acad-gas-scanner
tier 3 tech- vessel

SC2:
ebay-turret+sensor tower
Orbital command center-scan(at expense of mule energy)
(does the new vessel detect still?)
and then there is the ghost temp detect



Actually, for SC2 its
ebay-Turrets
Orbital command center-scan(at expense of mule energy)
tier 3 tech- Nighthawk
Ghost.. with ability to detect Ghosts, Banshees, DT, Observers.. and possibly Mothership cloaked units/buidings


If Terrans are having problems with Detection, then they should just make Comsat cheaper... 50 too expensive, make it 25.... or 10... or 5 if Terrans still have too much trouble with detection.


And the Protoss thing isn't as much of a Buff or a Nerf as it is a decrease in distintiveness.
The ability was easy to balance
1. Change the 'delay'
2. Change the ooc rate

Both 1 + 2 could be affected by techs/buildings if they were imbalanced at different points in the game (Building certain buildings/researching certain upgrades increases the ooc rate or the delay across the board)

They could even design it so that attacking/using an energy ability resets the 'delay' as well.
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
November 05 2009 06:34 GMT
#49
On November 05 2009 14:26 neobowman wrote:
Show nested quote +
Also, camera limits may be set up so that there is terrain outside of the playable map area for the sake of aesthetics.

Fuck. More work for mappers.

Not really, that sounds like the same functionality the Warcraft 3 editor already has, which isn't painful to manage at all. By default there's just enough extra space on each side to fill in the camera when it hits the edge of the gamefield, and it's really easy to adjust.

They also really need to put some more work into having the AI actually use its advantages if its going to cheat. The WC3 Insane AI gets double resources, and then proceeds to not use them and has 4k gold 5 minutes into the game. It's actually very little different from the normal AI except that it can last longer with 0 mining bases, since it's spent the entire game building up tons of resources.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
November 05 2009 06:48 GMT
#50
On November 05 2009 15:14 Krikkitone wrote:
Show nested quote +
On November 05 2009 06:50 CharlieMurphy wrote:
On November 04 2009 15:26 Whiplash wrote:
ghost is def an anti caster role type unit, although i am kind of disappointed that they nerfed toss shields.

I could argue that it's actually a buff, and not a nerf. the new mechanic only worked when out of combat (after X seconds or whatever) where it compensated for the lack of regen during the fight.
When a point of shields is popping up every hit or every other hit its like an armor upgrade.


On November 04 2009 19:29 Krikkitone wrote:
On November 04 2009 19:23 DanceDance wrote:
On November 04 2009 19:21 konadora wrote:
On November 04 2009 19:00 DanceDance wrote:
We wont know about balance issues until beta, but I don't think Ghosts will be imba simply because of the high level micro required to snipe.

it wont be that hard now due to smartcast


oh really? I didn't know snipe had smartcast o.o





In any case I hope the Ghost loses that EMP detection effect


It's probably not as cheap as it sounds. Just look at the ways terran has to detect in SC1 compared to sc2.

SC1:
ebay-Turrets
acad-gas-scanner
tier 3 tech- vessel

SC2:
ebay-turret+sensor tower
Orbital command center-scan(at expense of mule energy)
(does the new vessel detect still?)
and then there is the ghost temp detect



Actually, for SC2 its
ebay-Turrets
Orbital command center-scan(at expense of mule energy)
tier 3 tech- Nighthawk
Ghost.. with ability to detect Ghosts, Banshees, DT, Observers.. and possibly Mothership cloaked units/buidings


If Terrans are having problems with Detection, then they should just make Comsat cheaper... 50 too expensive, make it 25.... or 10... or 5 if Terrans still have too much trouble with detection.


And the Protoss thing isn't as much of a Buff or a Nerf as it is a decrease in distintiveness.
The ability was easy to balance
1. Change the 'delay'
2. Change the ooc rate

Both 1 + 2 could be affected by techs/buildings if they were imbalanced at different points in the game (Building certain buildings/researching certain upgrades increases the ooc rate or the delay across the board)

They could even design it so that attacking/using an energy ability resets the 'delay' as well.


wait, i'm pretty sure turrets need sensor towers to be able to detect. I swear it was like that at blizzcon. It could have changed though since then?
..and then I would, ya know, check em'. (Aka SpoR)
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
November 05 2009 07:06 GMT
#51
In addition to all the AI settings, I wish we could have the ability to make the computer perform specific build orders, rather than seeing the stupid zealot rush with shield battery over and over.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
November 05 2009 07:24 GMT
#52
On November 05 2009 16:06 Clownbaby wrote:
In addition to all the AI settings, I wish we could have the ability to make the computer perform specific build orders, rather than seeing the stupid zealot rush with shield battery over and over.

the toss ai in brood war has 3 openings
zealot rush
fast expansion
DT rush
Once again back is the incredible!
myzael
Profile Blog Joined November 2008
Poland605 Posts
November 05 2009 08:35 GMT
#53
On November 05 2009 06:50 CharlieMurphy wrote:
Show nested quote +
On November 04 2009 15:26 Whiplash wrote:
ghost is def an anti caster role type unit, although i am kind of disappointed that they nerfed toss shields.

I could argue that it's actually a buff, and not a nerf. the new mechanic only worked when out of combat (after X seconds or whatever) where it compensated for the lack of regen during the fight.
When a point of shields is popping up every hit or every other hit its like an armor upgrade.

I would agree with you. Yet, super-regen after certain delay was soo cool lorewise.
spkim1
Profile Joined April 2009
Canada286 Posts
November 05 2009 08:40 GMT
#54
The best AI will never beat the best human. All Hail Never_Die (to an AI) Jaedong!
"Anyone who has never made a mistake has never tried anything new" - Einstein, Albert
dukethegold
Profile Blog Joined August 2009
Canada5645 Posts
Last Edited: 2009-11-05 14:21:47
November 05 2009 14:20 GMT
#55
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.


It is most likely possible with the current technology. Google already has an AL system that is capable of self-perfecting its own translation function through reading online posts.

But of course, like hell that Blizzard is gonna spend millions on developing a system like that when they know that the customers want multiplayer, not human v.s. AL.

On November 05 2009 17:40 spkim1 wrote:
The best AI will never beat the best human. All Hail Never_Die (to an AI) Jaedong!


July once said that Zerg is the most powerful race if the perfect micro can be achieved...umm...
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
November 05 2009 16:08 GMT
#56
On November 05 2009 16:24 PobTheCad wrote:
Show nested quote +
On November 05 2009 16:06 Clownbaby wrote:
In addition to all the AI settings, I wish we could have the ability to make the computer perform specific build orders, rather than seeing the stupid zealot rush with shield battery over and over.

the toss ai in brood war has 3 openings
zealot rush
fast expansion
DT rush

Just like a human Protoss player, am I right?

I believe that qualifies for a *zing*.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
AdunToridas
Profile Joined December 2008
Germany380 Posts
November 05 2009 18:12 GMT
#57
[B]On November 04 2009 15:10 n00bonicPlague wrote:
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.


Yay when Beta's out SC2's new features have been deleted completely and SC1 is fully restored. Hooray xD *sarcasm*
« People say I'm strange, does it make me a stranger that my best friend was born in a manger? »
bellweather
Profile Blog Joined April 2009
United States404 Posts
November 05 2009 21:32 GMT
#58
On November 06 2009 01:08 FrozenArbiter wrote:
Show nested quote +
On November 05 2009 16:24 PobTheCad wrote:
On November 05 2009 16:06 Clownbaby wrote:
In addition to all the AI settings, I wish we could have the ability to make the computer perform specific build orders, rather than seeing the stupid zealot rush with shield battery over and over.

the toss ai in brood war has 3 openings
zealot rush
fast expansion
DT rush

Just like a human Protoss player, am I right?

I believe that qualifies for a *zing*.


Haha your little red probe betrays you FA.
A mathematician is a blind man in a dark room looking for a black cat which isnt' there. -Charles Darwin
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
November 05 2009 22:35 GMT
#59
On November 05 2009 02:59 Krikkitone wrote:
Well I think it was reported that the highest level AI would not cheat 'map hack' wise but would get extra income, and that all the rest would be normal

As for different settings, it is possible to Handicap players in WC3 (changing the amount of damage done + hp of units.... there will probably be a similar setting for SC2)


I'm fairly certain it's impossible to make the computer not maphack, it's builds are completely based off the map itself and there's no way to make it scout like a human at correct times and in correct areas.
Hi.
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
November 05 2009 22:49 GMT
#60
Why is so little discussion based on the loss of the new shield mechanic?

Am i the only one to be a little irritated to see it gone?

What could their reasoning be? I dont see why they would have scrapped it since it doesnt seem that hard to balance... and it was definitely very protoss-y

I mean, who am I to say that, but seriously, it seemed like there were enough variables to make sure it was balanced right?
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
WoodenSpider
Profile Joined April 2008
United States85 Posts
November 05 2009 23:19 GMT
#61
On November 06 2009 07:35 d(O.o)a wrote:
Show nested quote +
On November 05 2009 02:59 Krikkitone wrote:
Well I think it was reported that the highest level AI would not cheat 'map hack' wise but would get extra income, and that all the rest would be normal

As for different settings, it is possible to Handicap players in WC3 (changing the amount of damage done + hp of units.... there will probably be a similar setting for SC2)


I'm fairly certain it's impossible to make the computer not maphack, it's builds are completely based off the map itself and there's no way to make it scout like a human at correct times and in correct areas.


Well somehow they have done it. According to Blizzcon 1 (I think) the computer would send a worker scout and everything.
Normal
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