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One annoying thing about SC2 AI - Page 4

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MorroW
Profile Joined August 2008
Sweden3522 Posts
March 01 2010 12:11 GMT
#61
as a t user im very happy about all Ai and mechanics so far. its made the game alot easier for me and my units has never bugged out or annoyed me like xeris zealot

maybe its just a bug for toss?
Progamerpls no copy pasterino
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2010-03-01 12:25:28
March 01 2010 12:22 GMT
#62
On February 28 2010 09:51 FrozenArbiter wrote:
Dumb feature then But I seriously refuse to believe that I've had control pressed every single time my scout scv turns around and attacks =[


I was 99% sure I wasn't pressing control too. But two days ago, since I became aware of the ctrl-issue, I started paying attention and:

As a bw player you tend to re-hotkey your units alot while moving them around. It's just an unconscious habit alot of us seem to have. Even though they're already hotkeyed to a key, we'll ctrl+number it anyway repeatedly to make sure. Repeatdely, over and over again. I caught myself doing this all the time with probes/drones/scvs and lings running around in the opponent's base.

Especially when it comes to scouting drones/zerglings/zealots, you tend to first send them on a move command and then afterwards hotkey them while they're moving. As far as I can tell merely hotkeying your unit is enough to change it from a move to an attack command. So with the scouting drones/probes/scvs I always spam move a couple of extra times after I've hotkeyed them.

I think it's something that can be unlearned. But it would be easier if Blizzard would just switch this functionality to the shift key or something. This happens way too often when you for an example try to split your lings into two groups while running away, and NO ONE seems to be using ctrl click the way blizzard seems to have envisioned us using it.
Ziph
Profile Blog Joined March 2008
Netherlands970 Posts
March 01 2010 12:23 GMT
#63
Why do zealots rather attack a command center then 50tanks shooting at them ?
Starcraft 2 - Beta
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
March 01 2010 12:33 GMT
#64
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?


Why do you think such rediculous thing is intended? You should know Blizzard better.
I didnt have this problem so far. Should be a bug.

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.


What are you talking about. They dont prioritize workers over attacking units. What the hell.
They attack closed unit which attacks. If opponent sends workers to attack thats totally fine.
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
March 01 2010 14:03 GMT
#65
On March 01 2010 21:22 LaLuSh wrote:
Show nested quote +
On February 28 2010 09:51 FrozenArbiter wrote:
Dumb feature then But I seriously refuse to believe that I've had control pressed every single time my scout scv turns around and attacks =[


I was 99% sure I wasn't pressing control too. But two days ago, since I became aware of the ctrl-issue, I started paying attention and:

As a bw player you tend to re-hotkey your units alot while moving them around. It's just an unconscious habit alot of us seem to have. Even though they're already hotkeyed to a key, we'll ctrl+number it anyway repeatedly to make sure. Repeatdely, over and over again. I caught myself doing this all the time with probes/drones/scvs and lings running around in the opponent's base.

Especially when it comes to scouting drones/zerglings/zealots, you tend to first send them on a move command and then afterwards hotkey them while they're moving. As far as I can tell merely hotkeying your unit is enough to change it from a move to an attack command. So with the scouting drones/probes/scvs I always spam move a couple of extra times after I've hotkeyed them.

I think it's something that can be unlearned. But it would be easier if Blizzard would just switch this functionality to the shift key or something. This happens way too often when you for an example try to split your lings into two groups while running away, and NO ONE seems to be using ctrl click the way blizzard seems to have envisioned us using it.

Ah -_- That would explain it.

This really needs to be changed, or you can't adjust your hotkeys (I mean you constantly add new units to your groups, or consolidate old groups after big battles).
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
Asta
Profile Joined October 2002
Germany3491 Posts
March 01 2010 14:22 GMT
#66
Well if ctrl+num changes a units order, than that must definitely be a bug. There's no reason to do that. However, that video up there indicates that that's no the whole story.

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


So you are saying you think the player used ctrl-click or similar to give the attack order? I doubt that, because he was frantically clicking and I'd be surprised if he used any keyboard keys at the same time (if you spam right click, there's no reason to use the keyboard, especially not repeatedly).
Obviously, if the AI changed the order to attack by itself then it would also indicate that. So the icon in the command panel just shows the order, not who gave it.

The SCV attacked
- when it was right next to an enemy building and
- when it got attacked by an enemy unit.

I'm pretty sure this is more than an unexpected UI function.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
March 01 2010 14:32 GMT
#67
I seriously seeeeeeeeeeeeeerisously don't see the point in having ctrl+move being the same as attackmove. You have the A button for that no?
789
Profile Joined October 2009
United States959 Posts
March 01 2010 15:23 GMT
#68
I haven't encountered this kind of behavior yet. I can try to test it out when I get home from work to see if I can get it to happen and what causes it. If it is the control thing ... they really need to fix that. There is no reason to have 2 keys so close to eachother to have the same function ... especially since control has another major function.
Member of Hyuk Hyuk Hyuk Cafe! He's the next Jaedong, baby!
Tef
Profile Joined April 2008
Sweden443 Posts
March 01 2010 15:32 GMT
#69
I have come across that bug, but whenever I try to reproduce it I can't do it. It just happens sometimes. Usually when I try to micro lings against workers they sometimes do "attack move" and turns around when I command them to "move" away.
Dont fuck up, dont fuck yourself
lololol
Profile Joined February 2006
5198 Posts
March 01 2010 15:47 GMT
#70
On March 01 2010 21:22 LaLuSh wrote:
Show nested quote +
On February 28 2010 09:51 FrozenArbiter wrote:
Dumb feature then But I seriously refuse to believe that I've had control pressed every single time my scout scv turns around and attacks =[


I was 99% sure I wasn't pressing control too. But two days ago, since I became aware of the ctrl-issue, I started paying attention and:

As a bw player you tend to re-hotkey your units alot while moving them around. It's just an unconscious habit alot of us seem to have. Even though they're already hotkeyed to a key, we'll ctrl+number it anyway repeatedly to make sure. Repeatdely, over and over again. I caught myself doing this all the time with probes/drones/scvs and lings running around in the opponent's base.

Especially when it comes to scouting drones/zerglings/zealots, you tend to first send them on a move command and then afterwards hotkey them while they're moving. As far as I can tell merely hotkeying your unit is enough to change it from a move to an attack command. So with the scouting drones/probes/scvs I always spam move a couple of extra times after I've hotkeyed them.

I think it's something that can be unlearned. But it would be easier if Blizzard would just switch this functionality to the shift key or something. This happens way too often when you for an example try to split your lings into two groups while running away, and NO ONE seems to be using ctrl click the way blizzard seems to have envisioned us using it.


Switching it to shift isn't a good idea, because shift + # adds the selected units to the hotkey and people that use that will face the same problem. This feature is present in BW, too, but it appears that a lot of people don't know about it.
I'll call Nada.
Louder
Profile Blog Joined September 2002
United States2276 Posts
March 01 2010 17:04 GMT
#71
On March 01 2010 17:53 Mystlord wrote:
I haven't encountered this bug where my units suddenly are on attack move instead of just move. That might just be me though.

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.


If you re-read my post you'll see I didn't actually complain about the macro mechanics. Tons of other people HAVE found the same serious issues with micro I have, I'm not just ranting about imaginary issues
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
March 01 2010 17:24 GMT
#72
On March 02 2010 02:04 Louder wrote:
Show nested quote +
On March 01 2010 17:53 Mystlord wrote:
I haven't encountered this bug where my units suddenly are on attack move instead of just move. That might just be me though.

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.


If you re-read my post you'll see I didn't actually complain about the macro mechanics. Tons of other people HAVE found the same serious issues with micro I have, I'm not just ranting about imaginary issues


On March 01 2010 17:35 Louder wrote:
Show nested quote +
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.

Well I thought it was a negative reaction to the macro mechanics
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 01 2010 17:34 GMT
#73
I've never had this issue, but I can imagine it could be extremely annoying. My only issue is the unit aggression range seems to be quite high on some units (I'm looking at you, zealots) and they like to run off and engage the enemy when I'm not looking. Because I have not experienced this I'm 99% sure it is a bug and it is caused by local phenomenon and not just the game itself, or everyone would've experienced it, not just some.
Half man, half bear, half pig.
ArC_man
Profile Blog Joined August 2006
United States2798 Posts
March 01 2010 17:40 GMT
#74
The move attack is one of my problems too =/.

Another one for me (even though it's NOT a bug and it's completely fine, I'm just a twitchy spammer) is when I want to do 1 a+click and im chasing someone (targeting a specific enemy unit I'm chasing for example), I accidentally do 11 a+click and the screen shifts back to the center to my units and I target my own unit and I'm like "FML!".
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 01 2010 18:14 GMT
#75
On March 02 2010 02:40 ArC_man wrote:
The move attack is one of my problems too =/.

Another one for me (even though it's NOT a bug and it's completely fine, I'm just a twitchy spammer) is when I want to do 1 a+click and im chasing someone (targeting a specific enemy unit I'm chasing for example), I accidentally do 11 a+click and the screen shifts back to the center to my units and I target my own unit and I'm like "FML!".

lol :D
that happened to me back in the day when i played sc1 and like 1 time when i played sc2, its the first games to warm up where u spam alot but misclick cause hands r cold and head is lazy ^^
Progamerpls no copy pasterino
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
March 01 2010 19:05 GMT
#76
On March 02 2010 02:24 Mystlord wrote:
Show nested quote +
On March 02 2010 02:04 Louder wrote:
On March 01 2010 17:53 Mystlord wrote:
I haven't encountered this bug where my units suddenly are on attack move instead of just move. That might just be me though.

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.


If you re-read my post you'll see I didn't actually complain about the macro mechanics. Tons of other people HAVE found the same serious issues with micro I have, I'm not just ranting about imaginary issues


Show nested quote +
On March 01 2010 17:35 Louder wrote:
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.

Well I thought it was a negative reaction to the macro mechanics


He literally said "I have always defended the macro mechanic but the MICRO is completely fucked" =P
twitter.com/xerislight -- follow me~~
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
March 01 2010 19:15 GMT
#77
This is blizzards way of making up for the MBS. Now that you have wattered down macro you need something to burn those APMs on and they are used to fend off suicidal tendency of units.
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
March 01 2010 19:41 GMT
#78
It's really not watered down macro that much.
twitter.com/xerislight -- follow me~~
anotak
Profile Blog Joined March 2008
United States1537 Posts
March 01 2010 19:49 GMT
#79
they need to make ctrl+click an option... really they need more control customization in general plz
intrigue
Profile Blog Joined November 2005
Washington, D.C9935 Posts
March 01 2010 19:53 GMT
#80
the units take too much initiative, and i'm also concerned about their responsiveness. i want them to do what i tell them to even if it loses me the game, instead of me praying while i watch them follow their hearts and some shit
Moderatorsloppy little slug
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