• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:53
CET 19:53
KST 03:53
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros9[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win52025 RSL Offline Finals Dates + Ticket Sales!10BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION2Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest5
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Intel X Team Liquid Seoul event: Showmatches and Meet the Pros Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win Weekly Cups (Oct 13-19): Clem Goes for Four DreamHack Open 2013 revealed
Tourneys
Merivale 8 Open - LAN - Stellar Fest SC4ALL $6,000 Open LAN in Philadelphia Kirktown Chat Brawl #9 $50 8:30PM EST 2025 RSL Offline Finals Dates + Ticket Sales! Crank Gathers Season 2: SC II Pro Teams
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Ladder Map Matchup Stats Map pack for 3v3/4v4/FFA games BW General Discussion SnOw's ASL S20 Finals Review
Tourneys
[ASL20] Grand Finals BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
How to stay on top of macro? PvZ map balance Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread The Perfect Game Beyond All Reason Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread The Big Programming Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 2024 - 2026 Football Thread NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Career Paths and Skills for …
TrAiDoS
KPDH "Golden" as Squid Game…
Peanutsc
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1577 users

The Mechanics of SC2 [Part 1] - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
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.
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
SC4ALL
14:00
SC4All Day 1
LiquipediaDiscussion
SC4ALL
14:00
SC4ALL - Day 1
RotterdaM559
ComeBackTV 531
Artosis256
SteadfastSC206
IndyStarCraft 202
CranKy Ducklings149
LiquipediaDiscussion
Epic.LAN
12:00
Epic.LAN 46 Playoffs Stage
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 559
Artosis 256
SteadfastSC 206
IndyStarCraft 202
ProTech101
BRAT_OK 67
MindelVK 13
LaughNgamez 2
StarCraft: Brood War
Calm 4004
Dewaltoss 96
Rock 36
HiyA 20
Terrorterran 3
Dota 2
monkeys_forever425
Heroes of the Storm
Khaldor304
Other Games
Grubby3004
Gorgc2539
fl0m1347
Beastyqt766
WinterStarcraft258
Hui .147
QueenE99
Skadoodle83
Mew2King79
Trikslyr69
nookyyy 43
Organizations
Other Games
gamesdonequick1524
StarCraft 2
angryscii 15
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• StrangeGG 58
• printf 37
• Adnapsc2 10
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki53
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2286
• Ler84
League of Legends
• Nemesis3132
• Shiphtur291
Other Games
• imaqtpie1220
Upcoming Events
BSL 21
7m
BSL Team A[vengers]
19h 7m
Cross vs Sobenz
Sziky vs IcaruS
SC4ALL
20h 7m
SC4ALL
20h 7m
BSL 21
1d
Replay Cast
1d 14h
Wardi Open
1d 17h
Monday Night Weeklies
1d 22h
Replay Cast
2 days
Sparkling Tuna Cup
2 days
[ Show More ]
WardiTV Korean Royale
2 days
Replay Cast
3 days
WardiTV Korean Royale
3 days
The PondCast
4 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
IPSL
6 days
dxtr13 vs OldBoy
Napoleon vs Doodle
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
CranK Gathers Season 2: SC II Pro Teams
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
SC4ALL: Brood War
SC4ALL: StarCraft II
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.