One annoying thing about SC2 AI - Page 3
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Heyoka
Katowice25012 Posts
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Pulimuli
Sweden2766 Posts
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Teejing
Germany1360 Posts
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NiGoL
1868 Posts
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milly9
Canada325 Posts
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Senx
Sweden5901 Posts
On February 27 2010 02:47 milly9 wrote: I've played over 150 games and I've never encountered this bug. Maybe it had something do with like CTRL-grouping a unit while Moving it? Thought i read about Idra having that issue when playing. Either way.. it must be a bug. | ||
CowGoMoo
United States428 Posts
On February 27 2010 02:48 Senx wrote: Maybe it had something do with like CTRL-grouping a unit while Moving it? Thought i read about Idra having that issue when playing. Either way.. it must be a bug. This is what I mentioned earlier =) Ctrl+Move issues an attack move command. Its super easy to accidentally do this while binding control groups... Feature not bug IMO. | ||
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Liquid`Jinro
Sweden33719 Posts
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Zapdos_Smithh
Canada2620 Posts
On February 26 2010 03:56 koreasilver wrote: 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. Yeah seriously Blizzard come on. Here's a bad situation with this prioritizing thing: Let's say you are Protoss and you have 20 stalkers and 10 zealots or some shit I don't know I've never played the game. You wanna attack 20 sieged tanks. So you A-move them but he puts a line of 8 scvs right beside his tanks....are your units going to target the SCVS rather than the tanks? wtf? That would basically mean that all people have to do with a huge push is to bring 10 or so SCVS/Probes/etc. to take every single hit, and every single one of the attacking units will just melt as they try to kill the scvs, not even touching the attacking units... WTF? | ||
Neon_Monkey
United States270 Posts
But if its a bug, why has it not been fixed in the past 2 patches? ![]() | ||
MeruFM
United States167 Posts
On February 28 2010 11:25 Monkeyz_Rule wrote: It happens about 1/4 of the time I right click normally; it has to be a bug or otherwise it wouldn't happen randomly. What I find most annoying is that it I've lost a few ZvPs because when attempting to fend off a zealot rush, my zerglings keep attacking into the zealots and dieing when I'm trying to micro around them to cut off reinforcements or regroup my lings. But if its a bug, why has it not been fixed in the past 2 patches? ![]() The underlying mechanics in the programming might be more difficult to hammer out than "+15 time to gateway". If it really is happening randomly, they probably acknowledge it as a bug and are trying to fix it. Game mechanics can be pretty hard to debug depending on how their code is layered. | ||
PGHammer
United States132 Posts
On February 26 2010 03:54 Xeris wrote: 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? It is not just Probes; it's default behavior for *all* units. The default behavior for a unit that is attacked is to counterattack (pretty typical in RTS games; it's not unique to SC2 by any means). You have to override; however, doing so is simple (simply tell the unit or group to Hold). | ||
Louder
United States2276 Posts
On February 26 2010 03:57 Liquid`Nazgul wrote: I was hoping/thinking this is just a bug. Hope in one hand, shit in the other, as the saying goes. I think they've failed COMPLETELY at creating a competitive level game in terms of AI and micro mechanics. I have defended their simplifications to macro since they were announced on the basis that it would open up more opportunity for precisely executed tactics with more dedicated micro. But that worked on the presumption that micro would at the very least remain an option to the extent it was in Starcraft. But they've removed nearly all benefits to terrain advantages, they've added auto surrounding, auto targeting of workers, AI based target reprioritization (to the extent you can't shift queue targets, for example, and things sometimes randomly drop assigned focus to hit something else), etc, and completely removed what made up the bulk of Starcraft's micro depth for the sake of newbie friendliness. And worse, they act surprised when this complaint is voiced, as if they don't even understand how what we're describing COULD be a problem. I could care less what balance changes are made in the beta. They can balance it as perfectly as Starcraft by the time for the 1.0 release, and if they don't fix micro, as far as I'm concerned the game is a failure in both the spirit of Starcraft Broodware and in practice as a competitive RTS. But yes, let's hope it's just a bug. ![]() | ||
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Mystlord
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United States10264 Posts
As for whoever keeps on saying that workers are prioritized over other units, they're not. All units have the same prioritization - 20. The ONLY thing that I've seen that doesn't have a prioritization of 20 is a building, which has a value of 11. Unit behavior tree is: Counterattack -> target nearest unit -> target nearest building. Essentially. @Louder: I haven't found such a serious problem with the micro or macro mechanics. The macro mechanics actually make the game more layered since they're not just basic resource boosters. Players are forced to make a choice (less so with Terran, but whatever) as to what to do with their macro mechanics. As for "removing nearly all benefits to terrain advantages", unit positioning is still vital. Everything still works on the principle of surface area, and terrain still works around that principle, regardless of auto-surround or whatever. I also haven't seen too much issue with target reprioritization, but if it's really throwing off target queuing, then I think it'll take all of one patch to make the code only run when the attack-move command is given rather than just a-click or shift-click. | ||
Kylig
Sweden41 Posts
On February 26 2010 03:56 floor exercise wrote: It's a bug Its a bug right now :D Aaaah the good ol vanish-bug, cant get enough of that haha. Same story there, first it was a bug then it was a latency problem and after that blizzard said "working as instended" I bet in a few years its gonna be "working as intended" :D:D | ||
NarutO
Germany18839 Posts
On February 26 2010 04:38 pachi wrote: 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. If Protoss defends with probe/zealots/stalkers my marine/marauder will attack the probes :p | ||
kAra
Germany1355 Posts
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enzym
Germany1034 Posts
also doesnt require ctrl at all. see On February 27 2010 01:33 nowhereman wrote: Hi guys, I have to post this one for a friend of mine: (dust) | ||
Disarray
United States1164 Posts
On February 27 2010 01:33 nowhereman wrote: Hi guys, I have to post this one for a friend of mine: http://www.youtube.com/watch?v=fql7cvb6wc4&hd=1 (dust) if you look at the commands being issued, you can see move move move then several attacks | ||
wintergt
Belgium1335 Posts
On March 01 2010 20:56 Disarray wrote: if you look at the commands being issued, you can see move move move then several attacks Yeah good catch, maybe this is all just ctrl-clicking. | ||
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