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The Mechanics of SC2 [Part 1] - Page 3

Forum Index > SC2 General
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FlamingTurd
Profile Joined April 2010
United States1059 Posts
June 22 2010 19:14 GMT
#41
dang nice writeup lol
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
omg.deus
Profile Blog Joined October 2009
Korea (South)150 Posts
June 22 2010 20:54 GMT
#42
love the idea of an army spreading if you A-move so you have to be attentive to your units...brilliant
Rinrun
Profile Joined April 2010
Canada3509 Posts
June 22 2010 21:13 GMT
#43
Good stuff. Can't wait for the next installment.
MBC/Liquid/TSM always.
Sylvr
Profile Joined May 2010
United States524 Posts
June 22 2010 21:34 GMT
#44
Nice post. I think this will help a lot as maps become more open and players look for ways to form their units up into something of a moving concave (or instant surround in the case of melee units) rather than have them ball up all the time.
Viktator
Profile Joined May 2010
Denmark23 Posts
June 22 2010 22:10 GMT
#45
Nice. Adding some facts to the BW/SC2 debate. Cheers!
http://xkcd.com/810/ - Mission. Fucking. Accomplished.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
June 22 2010 22:57 GMT
#46
You know what you are talking about, good article.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
June 22 2010 22:59 GMT
#47
Nicely written, very impressive!
133 221 333 123 111
check mate
Profile Joined June 2010
Germany39 Posts
June 22 2010 23:08 GMT
#48
Very nice and well explained stuff.
TheYango
Profile Joined September 2008
United States47024 Posts
June 22 2010 23:17 GMT
#49
On June 22 2010 22:48 kajeus wrote:
So while I respect your plea, I think this is a mechanic perhaps best left to BW. Your solution of lowering zergling speed seems like a huge sacrifice simply to encourage possible worker surrounds. Your proposal of having zerglings (etc) spread out when you don't tend to them is interesting, but I'm not sure anyone really understands what you mean. How would they "spread out''? When are they "moved carelessly"? How would this encourage interesting gameplay?

IMO the ultimate goal of an RTS interface should be to do what you tell it to, but to do nothing that you *don't* tell it to. If you want to bring your units together, the interface should let you, but it's *bad* that it does so for you, for two reasons:

1) If the AI is automatically bringing units together/surrounding, it is performing tactical decisions that a player should be required to make. In doing so, a player who is not good enough to make those decisions well may come out ahead in battles he shouldn't because the AI covered an area of tactical decision-making that he should be punished for not thinking about.

2) If the AI is automatically bringing units together, it makes it difficult for a player who *wants* to spread hits units out to do so.

The simple solution is for units to behave by moving in the formation they were in when they started (within reason). This way, a player can choose to bring his units together if he wants, but the AI doesn't do it *for* him. The magic boxes of SC1 behave somewhat like this, but it certainly could be refined.
Moderator
TrueRedemption
Profile Blog Joined September 2009
United States313 Posts
June 22 2010 23:20 GMT
#50
Very good explanation, analysis, and commentary. I enjoyed the whole article thoroughly, and am looking forward to the next.
Writer
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
June 22 2010 23:26 GMT
#51
Very nice analysis. I think the zergling's loss of efficiency as the game goes on is due to the clumping AI combined with the larger late-game armies, significantly less surface area per damage dealt.
Voronoff
Profile Joined May 2010
United States302 Posts
June 23 2010 00:11 GMT
#52
On June 22 2010 23:02 nihoh wrote:
Show nested quote +
On June 22 2010 22:59 kajeus wrote:
On June 22 2010 22:56 Takkara wrote:
Really good article, an interesting read for sure.

I think I disagree about your line: "A lot of BroodWar fans dislike the new pathfinding AI and there's good reason to. One of the most effective tactics in the early game is flanking. If units move in a perfect tight ball, flanking will be useless, period."

It's shortsighted to say that this is only a negative thing, right? I mean, commentators like Day[9] have been spending the entire Beta lamenting the "one-control group syndrome" that leads to these perfect tight balls. The reason being that AoE abilities like storm, fungal growth, Collossi, etc really eat into groups like this, and units can really be caught out of position.

Lamenting the end of BW flanking is in some ways like the moving shot debate. It's a relic of an old engine, and wasn't likely to be replicated in a new engine. But this new engine has it's only quirks and limitations and it's just a matter of time until they're found. Then when SC3 comes out, we'll lament the end of those things.

At least, that's my hope in all this.

You're absolutely right. "Careless spreading out" would effectively nerf fungal growth, storm, colossi, siege tanks, etc.

It could be lamented as causing the game to require LESS micro!

U forget that spells like Storm were much more stronger due counter the "spreading out" of units from primitive AI.



I'm wondering if this is part of the reason that many people feel siege tanks are too strong (besides the lack of overkill). Is the splash of the tank reduced proportionally to storm? I can find the liquidpedia link for how the splash works in sc2, but not in sc1.
bubblegumbo
Profile Blog Joined July 2008
Taiwan1296 Posts
June 23 2010 02:37 GMT
#53
Very well written article, pathfinding is definitely one of the biggest changes in the game that affects zerg play the most in SC2.
"I honestly think that whoever invented toilet paper is a genius. For man to survive, they need toilet paper!"- Nal_rA
IaniAniaN
Profile Joined September 2007
Canada555 Posts
June 23 2010 02:49 GMT
#54
I think that the more the game is played the less of a factor unit clumps are, in fact it becomes extremely disadvantageous. EMPs, Storms, Collossi, Banelings. They will all cause you a lot of problems if you leave you units conveniently clumped together.
DuncanIdaho
Profile Blog Joined April 2010
United States465 Posts
June 23 2010 02:58 GMT
#55
Nice Post!

But yeah, my one complaint with the current pathing system of sc2(don't get me wrong, it's way more awesome than that of broodwar, they've come a long way) is that banelings don't get priority and just wander around behind the zergling line if the lings get to the enemy first, and then ultralisks have a similar problem. I wish that the melee that deals the most damage would get priority and the grunts would move out of the way, but I guess it's nothing that some efficient micro-management can't cure...
The spice must flow... Grammar lesson: "than" is used for quantity comparisons, "then" is used for chronological statements. The next forum user who says, "I'd do such and such, THAN I'd do such and such else," is gonna make me cry...
StarBrift
Profile Joined January 2008
Sweden1761 Posts
June 23 2010 06:29 GMT
#56
Undoubtably a great post. Interesting to see the technicallities of how certain things work.
pedduck
Profile Blog Joined August 2004
Thailand468 Posts
June 23 2010 06:37 GMT
#57
Thanks. waiting for part 2.
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
June 23 2010 06:47 GMT
#58
This is awesome, thank you. If you don't mind me asking, how did you learn all this? Are you a game developer
MyLove + Your Love= Supa Love
Tyraz
Profile Blog Joined September 2008
New Zealand310 Posts
June 23 2010 06:52 GMT
#59
This was an epic read, thanks
100% Pure.
nihoh
Profile Blog Joined May 2010
Australia978 Posts
Last Edited: 2010-06-23 07:22:33
June 23 2010 06:54 GMT
#60
To the OP:

Does Warcraft III have the same pathing as Brood War does?

And can't wait for Part II ^^
Dont look at the finger or you will miss all that heavenly glory.
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