The Mechanics of SC2 [Part 1] - Page 2
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TaaiJoeng
Hong Kong164 Posts
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Krissam
Denmark189 Posts
Sorry, couldn't provide a screenshot since I can't start reps, but if you look in the top right corner, units able to fit through that choke will congoline very easily when moving from 1 base to the next. Edit: oh yea, a+ would read again... looking forward to the next article. | ||
Logo
United States7542 Posts
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riptide
5673 Posts
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Boonbag
France3318 Posts
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unit
United States2621 Posts
On June 22 2010 22:57 piochelin wrote: Soooo it was the AI then... i always thinked my goons were retarded no ur goons were retarted....seriously those things were TERRIBLE nothing else in the game was nearly that bad | ||
Therick
Norway324 Posts
I am really looking forward to next part. | ||
zul
Germany5427 Posts
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Belegorm
United States330 Posts
On June 23 2010 01:07 unit wrote: no ur goons were retarted....seriously those things were TERRIBLE nothing else in the game was nearly that bad They weren't terrible... I mean come on, in the words of knickknack, goons were almost cute, if you squinted a little (points to any toss player who gets this reference ![]() | ||
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RaGe
Belgium9945 Posts
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clickrush
Switzerland3257 Posts
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Takkara
United States2503 Posts
On June 23 2010 01:30 clickrush wrote: This post has two major qualities: 1. solid research and 2. unbiased and not judging. I think #2 is the most important. There's a different between bias and opinion. The OP has opinions, but is not biased, and clearly identifies opinions as such. | ||
LunarC
United States1186 Posts
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lovewithlea
168 Posts
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jbmacnchee
United States18 Posts
On June 22 2010 22:29 sluggaslamoo wrote: Players that don't attend to their units should be able to be punished. However in Starcraft 2, there is a feeling that the AI can move the units better than humans, meaning that you get the opposite effect. I think players do get punished for allowing their units to clump together as dictated by the pathfinding. From a zerg perspective I love it when Terran has their MM ball rolled together. It makes my banelings that much more effective. Splash damage and AOE damage seem much more prevalent in Starcraft 2 than in Brood War and I feel this is Blizzard's way of giving players a method to counter the AI's tendency to clump. The only reason the AI seems better than humans at this point is because many of the game's tricks are still hidden and unexplored. Thorough research and knowledgable insight like yours help alleviate this problem and bring forward interesting gameplay. Great article and I look forward to part two. Edit: Unnecessary commas. | ||
SchOOl_VicTIm
Greece2394 Posts
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OminouS
Sweden1343 Posts
The Zergling and a Probe in a 100yard-dash - the Zergling wins. | ||
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Aesop
Hungary11270 Posts
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CursOr
United States6335 Posts
Excellent advice about reducing the "surface area" of your Infantry ball vs lings. I guess I kind of knew it intuitively, but I'll be more aware of it now that I've been through it so explicitly stated. Thanks so much! | ||
khellian
Korea (South)922 Posts
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