One annoying thing about SC2 AI - Page 6
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Deleted User 50491
721 Posts
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zomgzergrush
United States923 Posts
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0neder
United States3733 Posts
On March 18 2010 03:26 zomgzergrush wrote: I'm pretty sure it's been fixed...I can't remember the last time this has happened to me anymore... So...what has been fixed? Right click is move (not attack move) 100% of the time now? | ||
theqat
United States2856 Posts
On March 18 2010 03:32 0neder wrote: So...what has been fixed? Right click is move (not attack move) 100% of the time now? nah, LZ still complains about it on his stream constantly I don't think they are going to fix it, would wager they'll say "working as intended" but no one has gotten a straight answer yet as far as I know | ||
Irrelevant
United States2364 Posts
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FarbrorAbavna
Sweden4856 Posts
On March 17 2010 22:26 z]Benny wrote: 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. But this means that there isn't always auto surround, should be great news to alot of players ;D | ||
Antpile
United States213 Posts
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zomgzergrush
United States923 Posts
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FortuneSyn
1826 Posts
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Husky
United States3362 Posts
Can't quite put my finger on exactly what it was but it was happening yesterday. | ||
zomgzergrush
United States923 Posts
My only AI complaint is if there is a group of units huddled together and a few of them are attacked, only those being attacked will respond. The rest will just kind of hang out and do nothing or continue attacking nearby buildings or something. Useless. I remember in SC1 buildings had the absolute lowest priority. You touch any of the group and the whole group aggro's on you. Nowadays I can't get my units off of the damn buildings. That's my only AI complaint... | ||
RoboFerret
United States70 Posts
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DeCoup
Australia1933 Posts
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zomgzergrush
United States923 Posts
On March 18 2010 12:03 RoboFerret wrote: I think the problem here is ctrl clicks. If you're holding down ctrl when right clicking, it initiates an attack move command. It happens to me all the time accidentally, initially I thought it was a bug but it turned out that I was just hitting ctrl accidentally to make a group or something and it makes them attack. Every single time I send my drone scout out, I'm already waypointing it. I never just send my drone or ovie scout to a location, each one is always waypointed. Hell, in a 1v1 map, my drone is almost FULLY waypointed before I even come back to continue my build. I then continue filling the rest of the move queue when I'm waiting for another part of my build. Never ran into issues attacking a colliding scout. | ||
Two_DoWn
United States13684 Posts
On March 18 2010 03:33 theqat wrote: nah, LZ still complains about it on his stream constantly I don't think they are going to fix it, would wager they'll say "working as intended" but no one has gotten a straight answer yet as far as I know I believe this is because a double click registers as an attack move. At least that was the conclusion they came to a couple days ago. | ||
DeCoup
Australia1933 Posts
On March 18 2010 12:22 Two_DoWn wrote: I believe this is because a double click registers as an attack move. At least that was the conclusion they came to a couple days ago. That would account for me never getting the 'bug', because I don't spam click the same location like skilled players do. The only time I am spam clicking a move command is when I am deliberatly altering the units path/target location. | ||
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Zelniq
United States7166 Posts
ill also go post it in the bug report forum | ||
Blacklizard
United States1194 Posts
On February 26 2010 04:40 EvilSky wrote: 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. Right click (without control) should always always be move, so I hope they fix this. I suspect if you unit hits something that makes it pause too long (how long?), it somehow goes into a new mode which resets it's orders to "neutral" or "stop". In which case it will do stupid things. I think this is the same thing that causes some units in a base to attack buildings instead of units. When it comes to right clicking (moving) somewhere, they need to fix this bad. When it comes into play when you have blocked off the other guy (with units and buildings in a base), I could say this is fine b/c it just requires more attention to the fight. There is a limit to how fair this is though. Especially if this only affects melee units. It needs to be consistent for it to be a fair use of your attention and APM. Something I've noticed recently is if zealots are being hit by siegetanks up a cliff (with a nearby ramp between them and tank more or less), and don't have direct vision, and there is a building nearby on lower ground, they will ignore the tank hits and attack the building. And die. It seems "off" as they clearly had a path to the tanks. Is this because they didn't have clear vision? Maybe I'm just not used to the new cliff mechanics. [EDIT: I'm not 100% sure, but I also think I right clicked the zealots to the tank when it "gave vision" when it shot, but they still turned around and attacked something else]. | ||
Blacklizard
United States1194 Posts
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. I agree terrain advantages and unit positioning is still very big. Vs mixed units, your attacking units should not be so smart as to always target the biggest threat or the easiest to kill or which unit takes bonus damage. As long as units clearly do exactly what you tell them until they cannot, I'm fine with my control being 10 times smarter than the AI. That's part of what makes the game half macro and half micro, I hope. | ||
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