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One annoying thing about SC2 AI - Page 5

Forum Index > SC2 General
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Rucky
Profile Joined February 2008
United States717 Posts
Last Edited: 2010-03-01 20:20:34
March 01 2010 20:20 GMT
#81
On March 02 2010 04:53 intrigue wrote:
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


haha exactly. blizzard should just allow users to be the boss of decisions. Units should have no preference of what to attack or whether to attack.
Beyond the Game
PGHammer
Profile Joined February 2010
United States132 Posts
March 02 2010 18:06 GMT
#82
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.



Exactly. In short, a typical RTS decision tree for counterattack. It's why you often *have* to override when you want specific structures taken down before other structures (any RTS; this was the case in SC/BW as well). What I *do* like in SC2 (which was not the case in SC/BW) is that groups can be almost any size (instead of the SC/BW twelve unit limit) and mixed groups are possible (the inability to give air cover to ground forces bugged me no end in BW, not to mention SC itself).

Bad news, fellas
dustdust
Profile Joined March 2010
Germany76 Posts
March 02 2010 23:11 GMT
#83
Hi TL,

I am the guy who made the SCV video, and I can assure you that I was not holding down CTRL and that I did not attack move. Why would I want to do that with my scouting SCV? I am by no means great at SC2 but I am a platinum Terran and thus know the basic controls.

I am also very sure that I do not send my initial scout with CTRL-click to the enemy base, and yet it turns around chasing my opponents scout worker half of the time.

The bug occurs more often when you spam right click, maybe most of the players who have not encountered it never spam (even in the heat of battle) and/or are very low APM users.

If you do not trust me, trust top level players such as Incontrol:
Watch the following video and jump to 1:20


Everybody who encountered this bug please assist me in this topic as Blizzard has still not added this bug to their known issues list:
http://forums.battle.net/thread.html?topicId=23392959699&postId=234232602530&sid=5010

I am running into a brick wall of trolling/ignorance in the battle.net forums.


StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
March 02 2010 23:14 GMT
#84
i agree xeris, pisses me off so much when i send a scouting probe out and sometimes it chases theirs sometimes it does not, its so confusing
Hwaseung Oz fan for life. Swing out, always swing out.
member1987
Profile Joined February 2010
141 Posts
March 14 2010 15:47 GMT
#85
I don't think its a bug or that it happens when CTRL or SHIFT + A or H or whatever.

It happens all the time. I really think Blizzard should fix this. When you order your units to hold-position, they should hold position even if they are attacks.
Currently even on hold position your units will just start chasing whatever unit that just comes close to it. Your units should only attack when an attacking unit comes really close to them, chase a very little distance and return back, or if it in hold position, just stand there not doing anything in every situation.

I think its really absurd how the AI controls the units instead of you. Player control should be 100% and not the stupid AI making decisions for you.
wdge
Profile Joined February 2010
60 Posts
March 14 2010 16:13 GMT
#86
Happends to me sometimes too, but the most annoying thing is that rally-points behave like attack moves. If I'm contained as zerg all my new units that hatch (from the contained base that is) go attack the dude's army... While I really just want to mass up.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
March 14 2010 16:27 GMT
#87
Yupp, it has happend sometimes to my scouting SCV, it will just turn around and chase the other guys peon despite being ordered the move command.
"trash micro but win - its marine" MC commentary during HSC 4
HowardRoark
Profile Blog Joined February 2010
1146 Posts
March 14 2010 18:54 GMT
#88
Someone, what happens if you A-Move and click on a enemy unit instead of ground? Will your units focus fire on that unit you clicked or will each engage the closest one?
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
March 14 2010 19:03 GMT
#89
On March 15 2010 03:54 HowardRoark wrote:
Someone, what happens if you A-Move and click on a enemy unit instead of ground? Will your units focus fire on that unit you clicked or will each engage the closest one?


You cannot attack-move on a unit. Attack-move is when you click "attack-move" get it? If you click on a unit it would be "attack-unit", pretty self explenatory.
Lim Yo Hwan forever!
DiTH
Profile Joined March 2010
Greece116 Posts
March 14 2010 19:13 GMT
#90
I can assure you guys that 100% it bugs even without holding ctrl.
Also the AI is not as smart as people think.Units get stuck a lot.I think even more than SC1.Plenty of examples.If your probe moves and along a wall and comes across a zealot attacking it,it doesnt try most of the time to go around the zealot just stands there and gets hit.Also if you attack units with lower range than yours behing a wall of buildings most of the units stand there going left and right instead of trying to go around the buildings.
jalstar
Profile Blog Joined September 2009
United States8198 Posts
March 15 2010 02:38 GMT
#91
On February 26 2010 04:35 SubtleArt wrote:
All part of the noobify starcraft 2 to make it easier for first timers


how does this make it easier for anyone?
georgir
Profile Joined May 2009
Bulgaria253 Posts
March 17 2010 11:58 GMT
#92
It NEVER happened to me, though I only have beta since v0.6. For me workers only attack when explicitly ordered to.
You say you spam, maybe there is different meaning to double-clicking right button than single-clicking? I'll experiment tonight.
Anyway, if you still get that problem a lot, set autorepair mode for your scout and that might prevent them from trying to fight anything even when you a-click.

What has happened to me a couple times though, is even if i shift-queue attack worker after worker after worker for my reapers, as soon as enemy combat units come by, the queue is forgotten and my guys try to fight back instead. But I haven't done this enough, the couple times I did it might have been my own screwup.

-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 17 2010 12:27 GMT
#93
I have nerd raged about this on my stream many times
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
KwarK
Profile Blog Joined July 2006
United States43350 Posts
March 17 2010 12:33 GMT
#94
The AIs interpretation of your commands should be minimal. The options are all there at your disposal, they should trust you to tell the game what you mean precisely rather than second guessing everything you do.
ModeratorThe angels have the phone box
fAker
Profile Joined March 2010
Denmark44 Posts
March 17 2010 12:46 GMT
#95
im f-glad im not the only one

I so offen lose my scout cause it random attacks his units for no reasons what so ever....
gaming never sleeps...
ixuz
Profile Blog Joined November 2006
Sweden38 Posts
March 17 2010 12:46 GMT
#96
A + click = Attack-move
Ctrl + click = Attack-move (Easy to do by mistake)

Why the heck does sc2 have two different key-commands for the same order. The ctrl+click is easily made by mistake when rehotkeying groups. In my opinion the ctrl+click should be removed because A+click does the same job without any problems.

Remove Ctrl+click and the problem is solved! :D
lewl lewl
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
March 17 2010 12:56 GMT
#97
I have experimented around with this quite a bit and it KEEPS happening even when I'm not using the ctrl key. It drives me INSANE. As a useful test, load up a game w/ a friend. Walk to his base w/ your first marine, and shift click move around his hatch in circles. There's about a 50% chance that once he reaches each waypoint, the marine will whip around and shoot a drone once before marching onward. Drives me INSANE
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 17 2010 12:59 GMT
#98
On March 17 2010 21:56 Day[9] wrote:
I have experimented around with this quite a bit and it KEEPS happening even when I'm not using the ctrl key. It drives me INSANE. As a useful test, load up a game w/ a friend. Walk to his base w/ your first marine, and shift click move around his hatch in circles. There's about a 50% chance that once he reaches each waypoint, the marine will whip around and shoot a drone once before marching onward. Drives me INSANE


Ah good to hear it's not me failing pressing ctrl... so many people on my stream constantly tell me how terrible I am and that it's 100% my fault for pressing ctrl when I'm sure I'm not.

On the other hand it's not good to hear because it means it's a problem with the game and blizzard STILL hasn't fixed it despite people complaining since the first day of beta
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
March 17 2010 13:20 GMT
#99
This is the worst thing. I spam right click a lot and it seems to trigger this behaviour more oftenly. My probe/scv/drone will oftenly turn around and attack the zealot chasing it when I try to move away from the zealot using right click.

IT. IS. SO. DUMB. It has to be a bug.
I
z]Benny
Profile Joined April 2006
Romania253 Posts
March 17 2010 13:26 GMT
#100
I noticed one other really really retarded thing about SC2 AI the other day. Sadly I don't remember in which game it was and I played 20 games that day, so i'll just explain it.

I had like 4 zeals at a expo in a mineral line and through one of the holes in between the mineral patches there was a roach or something. Only 1 zealot would attack the roach, the other ones would just move around aimlessly behind the zeal that was attacking. I mean, the pathing with attack is really fucked up or something, because the AI didn't tell them to just go a bit to the left and around the mineral patches to reach the roach. It was really weird. And retarded.
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