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One annoying thing about SC2 AI

Forum Index > SC2 General
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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
Deathfate
Profile Joined November 2008
Spain555 Posts
February 25 2010 20:31 GMT
#21
I HAVE NO BETA
anyone has try to use the hotkey of move instead of right click and see if it works?
Feel the power of the zerg swarm.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
February 25 2010 20:34 GMT
#22
On February 26 2010 05:31 Battle wrote:
I HAVE NO BETA
anyone has try to use the hotkey of move instead of right click and see if it works?



yeah if you m-click does it still do that?
Live, laugh, love
CowGoMoo
Profile Joined December 2006
United States428 Posts
February 25 2010 20:36 GMT
#23
On February 26 2010 05:29 FrozenArbiter wrote:
Show nested quote +
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.

Weird, I only encounter this when im trying to bind stuff and move them at the same time and when im trying to micro where I end up ordering units to move on top of other units =/

If for some reason you press shift, your unit will obviously continue to attack/do what its currently doing before moving... but I assume thats not what ur seeing.
cyclone25
Profile Blog Joined December 2009
Romania3344 Posts
February 25 2010 20:40 GMT
#24
On February 26 2010 05:27 Spawkuring wrote:
I'm laughing at all the people thinking this was a deliberate design decision.


How come blizzard didn't detected this before releasing the beta tho? I bet they played thousand of games and it's impossible to get this unnoticed ...
Obviously it's a very annoying "bug", and I hope they fix it, but there's this very small chance they did it on purpose which is sad.
Daniri
Profile Joined May 2007
387 Posts
February 25 2010 21:05 GMT
#25
Asking why they didn't is pointless as a tester and not your purpose. Maybe they already knew and haven't got around to fix it. Maybe it only emerged with this build. Maybe they fixed it previously and it reemerged with something else they changed. Just report it and keep finding more. The only thing that's sad is that you think it's on purpose for a unit to ignore a command.
"you guys are silly lol thats why i hate you people" berserkboar
GW.Methos
Profile Blog Joined November 2009
United States249 Posts
February 25 2010 21:09 GMT
#26
On February 26 2010 04:35 SubtleArt wrote:
All part of the noobify starcraft 2 to make it easier for first timers


and thats probably what blizzard is doing too
automining first and now this
i.pwn.n00bs
Spawkuring
Profile Joined July 2008
United States755 Posts
February 25 2010 21:15 GMT
#27
On February 26 2010 06:05 Daniri wrote:
Asking why they didn't is pointless as a tester and not your purpose. Maybe they already knew and haven't got around to fix it. Maybe it only emerged with this build. Maybe they fixed it previously and it reemerged with something else they changed. Just report it and keep finding more. The only thing that's sad is that you think it's on purpose for a unit to ignore a command.


Agreed. This thread is starting to become surprisingly similar to a government conspiracy theory website.

"Watch out guys. The 'man' is out to destroy our beloved Starcraft. First it was the macro, now they're making micro impossible, and sending brain waves so we can't multitask, then making pacts with the casual terrorists in order to ruin our lives. It won't be long until they start assassinating pro-gamers as well. Fight da powa!"
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-02-25 21:17:20
February 25 2010 21:16 GMT
#28
On February 26 2010 05:36 CowGoMoo wrote:
Show nested quote +
On February 26 2010 05:29 FrozenArbiter wrote:
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.

Weird, I only encounter this when im trying to bind stuff and move them at the same time and when im trying to micro where I end up ordering units to move on top of other units =/

If for some reason you press shift, your unit will obviously continue to attack/do what its currently doing before moving... but I assume thats not what ur seeing.

Well, it seems to be affecting everyone (my shift key has been behaving oddly in SC2, but I don't think this is it).

I never use attack move for my scout worker, yet it always attacks whatever scout it sees. I never hold control when trying to run away with workers, yet they ALWAYS turn around and try to attack at least once or twice per game.

On February 26 2010 05:31 Battle wrote:
I HAVE NO BETA
anyone has try to use the hotkey of move instead of right click and see if it works?

I have tried, but I can't say for sure if it actually does anything. It's mostly out of frustration. I'll try and see for sure later.
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
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
February 25 2010 21:27 GMT
#29
I hope everyone complaining here actually reports it. Gogo...
"trash micro but win - its marine" MC commentary during HSC 4
CowGoMoo
Profile Joined December 2006
United States428 Posts
February 25 2010 21:59 GMT
#30
On February 26 2010 06:16 FrozenArbiter wrote:
Show nested quote +
On February 26 2010 05:36 CowGoMoo wrote:
On February 26 2010 05:29 FrozenArbiter wrote:
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.

Weird, I only encounter this when im trying to bind stuff and move them at the same time and when im trying to micro where I end up ordering units to move on top of other units =/

If for some reason you press shift, your unit will obviously continue to attack/do what its currently doing before moving... but I assume thats not what ur seeing.

Well, it seems to be affecting everyone (my shift key has been behaving oddly in SC2, but I don't think this is it).

I never use attack move for my scout worker, yet it always attacks whatever scout it sees. I never hold control when trying to run away with workers, yet they ALWAYS turn around and try to attack at least once or twice per game.

Show nested quote +
On February 26 2010 05:31 Battle wrote:
I HAVE NO BETA
anyone has try to use the hotkey of move instead of right click and see if it works?

I have tried, but I can't say for sure if it actually does anything. It's mostly out of frustration. I'll try and see for sure later.


I seriously never have this happen to me, lucky me then.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 25 2010 22:03 GMT
#31
On February 26 2010 06:59 CowGoMoo wrote:
Show nested quote +
On February 26 2010 06:16 FrozenArbiter wrote:
On February 26 2010 05:36 CowGoMoo wrote:
On February 26 2010 05:29 FrozenArbiter wrote:
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.

Weird, I only encounter this when im trying to bind stuff and move them at the same time and when im trying to micro where I end up ordering units to move on top of other units =/

If for some reason you press shift, your unit will obviously continue to attack/do what its currently doing before moving... but I assume thats not what ur seeing.

Well, it seems to be affecting everyone (my shift key has been behaving oddly in SC2, but I don't think this is it).

I never use attack move for my scout worker, yet it always attacks whatever scout it sees. I never hold control when trying to run away with workers, yet they ALWAYS turn around and try to attack at least once or twice per game.

On February 26 2010 05:31 Battle wrote:
I HAVE NO BETA
anyone has try to use the hotkey of move instead of right click and see if it works?

I have tried, but I can't say for sure if it actually does anything. It's mostly out of frustration. I'll try and see for sure later.


I seriously never have this happen to me, lucky me then.

Hm I wonder what the difference is then - there must be something. Similiarly, I have a problem with rally mining but nobody else I've talked to has this.

About 50% of the time when I set a rally point to a mineral patch, the worker won't mine - I think this is to do with it being 3D and me clicking next to the mineral... but that would seem like the mineral has a really tiny hitbox. Anyway, I dunno, nobody else seems to have this when I ask.

I've reported both tho, on day 1 of beta.
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
Piousflea
Profile Joined February 2010
United States259 Posts
February 25 2010 22:09 GMT
#32
This has got to be a bug, hope it gets fixed.
Seek, behold, and reveal the truth
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
February 25 2010 22:13 GMT
#33
why can't they make it so you can set a rally point with either A for attack move or M for move? seems like a good idea.

M should move things to the point before they start going somewhere else.

If rally points are always attack move, it will be funny to see players using random small units like worker scouts or single zerg lings to wreck havoc on enemy reinforcement procedures.
JohannesH
Profile Joined September 2009
Finland1364 Posts
February 25 2010 23:49 GMT
#34
Imo you should be able to set anything into rally point queue. Queuing move order to 1 place, then a-move to another, allow to give a patrol move to it, nevermind if those arent the most useful things to use - but why not allow it to do anything units do.
If you have to ask, you don't know.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 25 2010 23:53 GMT
#35
On February 26 2010 07:13 Pyrrhuloxia wrote:
why can't they make it so you can set a rally point with either A for attack move or M for move? seems like a good idea.

M should move things to the point before they start going somewhere else.

If rally points are always attack move, it will be funny to see players using random small units like worker scouts or single zerg lings to wreck havoc on enemy reinforcement procedures.

Ah, that would be great. I hope they do this.
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
Tarson
Profile Joined July 2003
Poland130 Posts
February 25 2010 23:54 GMT
#36
this is so fu.... anoying, especially in tvz when i am moving my scv to scout and it (she?) starts to fight with ling, god so stupid !
semantics
Profile Blog Joined November 2009
10040 Posts
February 25 2010 23:56 GMT
#37
On February 26 2010 04:38 pachi wrote:
Show nested quote +
On February 26 2010 04:01 Assault_1 wrote:
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.

Yup only if the workers attack you will you be able to a move into workers to get them to attack, i know this very well because i do heavy speed ling harassment early on in my games. And i go a move into workers a zealot pops across the screen and all my lings just decide f it and run all to that zealot rather annoying.
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
February 25 2010 23:58 GMT
#38
I've had this happen to me... Always figured it was my mistake -_-

Guess I'm more awesome than I think.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
nowhereman
Profile Joined November 2008
Germany13 Posts
February 26 2010 16:33 GMT
#39
Hi guys,
I have to post this one for a friend of mine:


(dust)
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
February 26 2010 17:21 GMT
#40
Please make posts about it on the battle.net forums so it doesn't go under Blizzards radar..
"trash micro but win - its marine" MC commentary during HSC 4
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
February 26 2010 17:27 GMT
#41
This is the thing I hate most in the beta so far
@RealHeyoka | ESL / DreamHack StarCraft Lead
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
February 26 2010 17:27 GMT
#42
same thing happened to Naugrims mutalisks in one game we played, they pretty much refused to retreat and they kept turning back to attack my units
Teejing
Profile Joined January 2009
Germany1360 Posts
February 26 2010 17:34 GMT
#43
Since it was not adressed in the latest patch people should point this out more. Complete unit control was one of the strength of starcraft
NiGoL
Profile Joined September 2008
1868 Posts
February 26 2010 17:45 GMT
#44
That must be a bug, it should not follow you. Just when u attack them like in SC1, just hope they will fix it later on.
http://www.twitter.com/NiGoLBW playing league on a competitive level
milly9
Profile Joined May 2007
Canada325 Posts
February 26 2010 17:47 GMT
#45
I've played over 150 games and I've never encountered this bug.
then i stick my treasures in a treehole
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2010-02-26 17:49:34
February 26 2010 17:48 GMT
#46
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.
"trash micro but win - its marine" MC commentary during HSC 4
CowGoMoo
Profile Joined December 2006
United States428 Posts
Last Edited: 2010-02-26 19:05:47
February 26 2010 19:05 GMT
#47
On February 27 2010 02:48 Senx wrote:
Show nested quote +
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.

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.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 28 2010 00:51 GMT
#48
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 =[
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
Zapdos_Smithh
Profile Blog Joined October 2008
Canada2620 Posts
February 28 2010 01:59 GMT
#49
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
Profile Joined February 2008
United States270 Posts
Last Edited: 2010-02-28 02:26:08
February 28 2010 02:25 GMT
#50
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?
MeruFM
Profile Joined February 2010
United States167 Posts
February 28 2010 02:36 GMT
#51
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
Profile Joined February 2010
United States132 Posts
March 01 2010 08:23 GMT
#52
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).
Bad news, fellas
Louder
Profile Blog Joined September 2002
United States2276 Posts
March 01 2010 08:35 GMT
#53
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.
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
March 01 2010 08:53 GMT
#54
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.
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.
Kylig
Profile Joined February 2010
Sweden41 Posts
March 01 2010 10:34 GMT
#55
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
Flash - Ah - Savior of the universe
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
March 01 2010 10:45 GMT
#56
On February 26 2010 04:38 pachi wrote:
Show nested quote +
On February 26 2010 04:01 Assault_1 wrote:
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.


If Protoss defends with probe/zealots/stalkers my marine/marauder will attack the probes :p
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
kAra
Profile Joined September 2004
Germany1355 Posts
March 01 2010 10:49 GMT
#57
that bug so annoying, also attack move coming from rallyed gates
mada mada dane
enzym
Profile Joined January 2010
Germany1034 Posts
Last Edited: 2010-03-01 11:14:02
March 01 2010 11:12 GMT
#58
i dont think this is a bug. sounds like something blizzard would do. wasnt it the same in wc3, where units would turn around to attack even though you ordered them to retreat, so that you had to tell them to move constantly, every time they'd turn anew? i know many people spam moves anyways, but there's a difference between doing it out of habit and being forced to do it because the unit simply doesnt give a shit.

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:
http://www.youtube.com/watch?v=fql7cvb6wc4&hd=1

(dust)
"I fart a lot, often on my gf in bed, then we roll around laughing for 5 mins choking in gas." — exog // "…be'master, the art of reflection. If you are not a thinking man, to what purpose are you a man at all?" — S. T. Coleridge
Disarray
Profile Blog Joined December 2007
United States1164 Posts
March 01 2010 11:56 GMT
#59
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
Input limit reached. Please wait to perform more actions.
wintergt
Profile Joined February 2010
Belgium1335 Posts
Last Edited: 2010-03-01 12:01:01
March 01 2010 11:59 GMT
#60
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.
here i am
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
Sweden33719 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.C9933 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
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
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 States42296 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.
Deleted User 50491
Profile Blog Joined July 2009
721 Posts
March 17 2010 13:28 GMT
#101
It seems like an easy fix I don't know why Blizzard did not fix it yet.
zomgzergrush
Profile Joined August 2008
United States923 Posts
March 17 2010 18:26 GMT
#102
I'm pretty sure it's been fixed...I can't remember the last time this has happened to me anymore...
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
0neder
Profile Joined July 2009
United States3733 Posts
March 17 2010 18:32 GMT
#103
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
Profile Blog Joined March 2008
United States2856 Posts
March 17 2010 18:33 GMT
#104
On March 18 2010 03:32 0neder wrote:
Show nested quote +
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?


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
Profile Blog Joined June 2009
United States2364 Posts
March 17 2010 18:45 GMT
#105
both still happen altho I want to say not as often
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
March 17 2010 19:20 GMT
#106
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
Do you really want chat rooms?
Antpile
Profile Joined March 2009
United States213 Posts
March 17 2010 19:26 GMT
#107
Does this bug only effect 'toss players? I've never seen this bug happen ever on my zerg.
zomgzergrush
Profile Joined August 2008
United States923 Posts
March 17 2010 19:28 GMT
#108
Yeah as zerg my drone scout never goes astray nor do my ling scouts =\
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
March 17 2010 19:31 GMT
#109
Happens to me all the time with lings vs zealots. Given that I get a whopping 1.5 sec delay, it fucking hurts my game alot.
Husky
Profile Blog Joined May 2009
United States3362 Posts
March 17 2010 19:32 GMT
#110
I seem to be having an annoying time with the AI as well... I was noticing this when trying to right click away my stuff would stop and attack.

Can't quite put my finger on exactly what it was but it was happening yesterday.
Commentaries: youtube.com/HuskyStarcraft
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-18 02:57:39
March 18 2010 02:57 GMT
#111
Strange, all my units never do what they're not told.

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...
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
RoboFerret
Profile Joined March 2010
United States70 Posts
March 18 2010 03:03 GMT
#112
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.
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 18 2010 03:03 GMT
#113
Until recently I have been playing random and I have never had this attack instead of move bug happen to me with any race. I suspect it is to do with ctrl and people not being use to it.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-03-18 03:20:59
March 18 2010 03:20 GMT
#114
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.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
March 18 2010 03:22 GMT
#115
On March 18 2010 03:33 theqat wrote:
Show nested quote +
On March 18 2010 03:32 0neder wrote:
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?


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.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 18 2010 03:44 GMT
#116
On March 18 2010 12:22 Two_DoWn wrote:
Show nested quote +
On March 18 2010 03:33 theqat wrote:
On March 18 2010 03:32 0neder wrote:
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?


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.

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.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 18 2010 03:49 GMT
#117
im surprised blizzard hasnt fixed this bug yet. perhaps they're unaware, maybe this thread title needs to be changed to something that looks more urgent? it's pretty urgent imo
ill also go post it in the bug report forum
ModeratorBlame yourself or God
Blacklizard
Profile Joined May 2007
United States1194 Posts
Last Edited: 2010-03-18 21:02:34
March 18 2010 19:19 GMT
#118
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
Profile Joined May 2007
United States1194 Posts
March 18 2010 19:23 GMT
#119
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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