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The Mechanics of SC2 [Part 1] - Page 2

Forum Index > SC2 General
Post a Reply
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TaaiJoeng
Profile Blog Joined June 2010
Hong Kong164 Posts
June 22 2010 14:50 GMT
#21
Great read. Great insight.
...but the parasites say NO!
Krissam
Profile Joined April 2010
Denmark189 Posts
Last Edited: 2010-06-22 14:53:10
June 22 2010 14:51 GMT
#22
Just wanted to add that the congoline thingie happens in sc2 sometimes too, this is usually caused by a very narrow choke, like the one on DO.


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.
If you can chill, chill!" - TLAF-Liquid´Tyler
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 22 2010 14:52 GMT
#23
Really cool. This might actually explain a lot of the map design in SC2. People complain about not having wide open middles, but really if all the units travel in a ball aren't we better off with stuff in the way that helps to create disadvantages in positioning? It'd be interesting to run some pathing tests and see what kind of terrain can help to draw and extend unit lines out.
Logo
riptide
Profile Blog Joined July 2007
5673 Posts
June 22 2010 14:55 GMT
#24
A well researched, thorough post. Into the spotlight!
AdministratorSKT T1 | Masters of the Universe
Boonbag
Profile Blog Joined March 2008
France3318 Posts
June 22 2010 15:00 GMT
#25
Nice, wish we had more of these >.>
unit
Profile Blog Joined March 2009
United States2621 Posts
June 22 2010 16:07 GMT
#26
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
Profile Blog Joined April 2010
Norway324 Posts
June 22 2010 16:12 GMT
#27
Interesting read.

I am really looking forward to next part.
Lift. Laugh. Love. <3
zul
Profile Blog Joined February 2010
Germany5427 Posts
June 22 2010 16:18 GMT
#28
abso(f___ing)lutely great thread. cant wait for the next parts. have you ever thought about writing this for liquipedia?
keep it deep! @zulison
Belegorm
Profile Blog Joined April 2010
United States330 Posts
June 22 2010 16:24 GMT
#29
On June 23 2010 01:07 unit wrote:
Show nested quote +
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


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
MUM GIVE ME SOME SCISSORS!!!
RaGe
Profile Blog Joined July 2004
Belgium9945 Posts
June 22 2010 16:30 GMT
#30
Very nice article. Looking forward to the continuation of this series.
Moderatorsometimes I get intimidated by the size of my right testicle
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
June 22 2010 16:30 GMT
#31
This post has two major qualities: 1. solid research and 2. unbiased and not judging.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Takkara
Profile Blog Joined April 2010
United States2503 Posts
June 22 2010 16:35 GMT
#32
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.
Gee gee gee gee baby baby baby
LunarC
Profile Blog Joined October 2009
United States1186 Posts
June 22 2010 16:38 GMT
#33
Nicely written. It'd be nice if you could also mention unit acceleration/deceleration in the future. The way it works in Starcraft 2 is quite different from how it works in Starcraft 1.
REEBUH!!!
lovewithlea
Profile Joined March 2010
168 Posts
June 22 2010 16:48 GMT
#34
great read. thanks alot!
jbmacnchee
Profile Joined May 2010
United States18 Posts
Last Edited: 2010-06-22 17:45:23
June 22 2010 17:43 GMT
#35
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
Profile Blog Joined September 2004
Greece2394 Posts
June 22 2010 18:22 GMT
#36
Great post, looking forward to the next ones as well. I agree with your suggestions, let's hope some big guys will bother to listen
OminouS
Profile Joined February 2010
Sweden1343 Posts
June 22 2010 18:26 GMT
#37
I thougth the pathfinding in BW was the reason Zerglings without speed had so much troubles catching up to a worker?

The Zergling and a Probe in a 100yard-dash - the Zergling wins.
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
Aesop
Profile Joined October 2007
Hungary11270 Posts
June 22 2010 18:45 GMT
#38
Very well illustrated, thank you.
ModeratorNon veritas sed auctoritas facit legem. | Liquipedia: Don't ask me, I'm retired.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
June 22 2010 18:45 GMT
#39
This really helped me understand the differences. The parts about "competing for waypoints" really made a ton of sense. Nice and technical without getting TOO technical. This is really well done.

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!
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
khellian
Profile Joined February 2010
Korea (South)922 Posts
June 22 2010 18:48 GMT
#40
Very informative and well presented. Thank you very much! Looking forward to your other articles.
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