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Active: 17880 users

One annoying thing about SC2 AI

Forum Index > SC2 General
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1 2 3 4 5 6 Next All
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
February 25 2010 18:54 GMT
#1
Here's one thing that really bugs me about the AI in SC2. Let's say I'm playing PvP and I build my first zealot and I'm thinking "hey time to go harass his probes a bit", so I right click move my zealot to the other guy's base. Everything is fine and dandy.

But then... my zealot sees the other guy's probe and he IMMEDIATELY goes to chase it. Even when I use the move command instead of A+Move, he ALWAYS chases shit. WHY?!

Or another example, my zealot is already in the guy's base, and I see he has another zealot out so I want to just run away after I've killed 1-2 probes. I right click move back to my main base and he starts running, then a second later he just goes to attack the other guy's zealot again.

This aspect of the AI is really annoying. I know it's probably in place to fix the newb mistake of right click moving instead of A moving and losing all your shit (like newbs do in BW) - but seriously it's so annoying... it makes microing even more difficult.

Am I the only one who is really really annoyed by this?
twitter.com/xerislight -- follow me~~
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
February 25 2010 18:56 GMT
#2
It's a bug
koreasilver
Profile Blog Joined June 2008
9109 Posts
February 25 2010 18:56 GMT
#3
It's seriously retarded that the units do that now. Along with the whole prioritizing attacking workers over attack units.

??????

I have no idea what they were thinking.
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
February 25 2010 18:57 GMT
#4
I was hoping/thinking this is just a bug.
Administrator
bendez
Profile Joined February 2010
Canada283 Posts
February 25 2010 18:57 GMT
#5
Probably a bug, as tooltip clearly states that it will not engage enemies on move command.
IceCube
Profile Blog Joined June 2009
Croatia1403 Posts
February 25 2010 19:01 GMT
#6
Hope its a bug in beta and will be fixed when sc2 comes out.
*crossfingers*
Forever Vulture.. :(
Assault_1
Profile Joined April 2009
Canada1950 Posts
February 25 2010 19:01 GMT
#7
On February 26 2010 03:56 koreasilver wrote:
Along with the whole prioritizing attacking workers over attack units.

Can anyone confirm this?
bentnormal
Profile Joined December 2009
112 Posts
February 25 2010 19:03 GMT
#8
If it's true and it gets reported hopefully they'll change/fix it.
CagedMind
Profile Joined February 2010
United States506 Posts
February 25 2010 19:05 GMT
#9
On February 26 2010 04:01 Assault_1 wrote:
Show nested quote +
On February 26 2010 03:56 koreasilver wrote:
Along with the whole prioritizing attacking workers over attack units.

Can anyone confirm this?

It's same priority. As for moment I don't see a problem with it . If you want to attack certain units then just select attack
your micro has been depleted
CowGoMoo
Profile Joined December 2006
United States428 Posts
February 25 2010 19:32 GMT
#10
rally points are attack moves, and if u Ctrl+Click u also issue an attack move order.
Another thing to note is if u order units to move to another unit, and that unit is fighting, your units will assume an attack move command (How WC3 is too)

The Ctrl+Click thing I absolutely hate since I do it all the time on accident when trying to bind units to hotkeys while giving orders...
SubtleArt
Profile Blog Joined January 2010
2710 Posts
February 25 2010 19:35 GMT
#11
All part of the noobify starcraft 2 to make it easier for first timers
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
pachi
Profile Joined October 2006
Melbourne5338 Posts
February 25 2010 19:38 GMT
#12
On February 26 2010 04:01 Assault_1 wrote:
Show nested quote +
On February 26 2010 03:56 koreasilver wrote:
Along with the whole prioritizing attacking workers over attack units.

Can anyone confirm this?


i get the opposite, my units harassing workers will entirely stop hitting the workers and give up on them as they auto run across the base into the enemy army.
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
EvilSky
Profile Joined March 2006
Czech Republic548 Posts
February 25 2010 19:40 GMT
#13
Yes its shit, a lot of times I was ready to click my zeal to harass his workers and I see the dumb thing is almost back at my base cuz it chased after a probe.
Another thing is with big fights I cant figure how to position my stuff so that half my units wont attack a random nexus or pylon, I know it was sorta like that in BW but for some reason it seems worse here and unless I come at the perfect angle I will lose even with a bigger army.
Gedrah
Profile Joined February 2010
465 Posts
February 25 2010 20:13 GMT
#14
Keep 1 eye on the minimap and if that unit is hotkeyed it shouldnt be a problem APM-wise to keep track of your harass units and notice when they arent doing what you ordered...
What is a dickfour?
radiumz0rz
Profile Blog Joined January 2009
United States253 Posts
February 25 2010 20:20 GMT
#15
On February 26 2010 03:57 Liquid`Nazgul wrote:
I was hoping/thinking this is just a bug.


We all hope it is a bug but we all know it isn't. I'm sure the devs thought this was a good idea (like attack move rally points) because it makes sense to always have your units 'attacking.'
Berkeley '10
NonFactor
Profile Blog Joined January 2009
Sweden698 Posts
February 25 2010 20:24 GMT
#16
You obviously need higher APM....

>;O

But yeah, I can see why it would be annoying. I personally like to send Zerglings all over the map for scouting, and it would suck if it would start chasing random units, especially late game.
Spawkuring
Profile Joined July 2008
United States755 Posts
February 25 2010 20:27 GMT
#17
I'm laughing at all the people thinking this was a deliberate design decision. That obviously sounds like a bug. Units should always do what they're told, and if units are randomly disobeying the player's orders, then it's bug.

Units disobeying the player is something that annoys hardcores and casuals alike, so I fail to see how this somehow proves Blizzard's evil conspiracy to ruin the hardcore Starcraft scene.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 25 2010 20:27 GMT
#18
Yes this bug has been reported again and again and again.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Whalecore
Profile Joined March 2009
Norway1110 Posts
February 25 2010 20:29 GMT
#19
On February 26 2010 04:32 CowGoMoo wrote:
rally points are attack moves, and if u Ctrl+Click u also issue an attack move order.
Another thing to note is if u order units to move to another unit, and that unit is fighting, your units will assume an attack move command (How WC3 is too).

Woah that sounds really outdated. :o

In HoN you can queue up normal move orders as well as attack move orders.
Playgu
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 25 2010 20:29 GMT
#20
On February 26 2010 04:32 CowGoMoo wrote:
rally points are attack moves, and if u Ctrl+Click u also issue an attack move order.
Another thing to note is if u order units to move to another unit, and that unit is fighting, your units will assume an attack move command (How WC3 is too)

The Ctrl+Click thing I absolutely hate since I do it all the time on accident when trying to bind units to hotkeys while giving orders...

Maybe that's how it's intended to be, but it happens without control pressed as well.
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
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